rplayer | Play streaming radio HTML5 .mp3 & .m3u8 | Audio Utils library

 by   davland7 HTML Version: Current License: ISC

kandi X-RAY | rplayer Summary

kandi X-RAY | rplayer Summary

rplayer is a HTML library typically used in Audio, Audio Utils applications. rplayer has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

rPlayer is a player play streaming radio, this player, offers the possibility to change different audio format. Example: .m3u8, .mp3, .aac.
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            kandi-support Support

              rplayer has a low active ecosystem.
              It has 29 star(s) with 11 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 1 have been closed. On average issues are closed in 45 days. There are 10 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of rplayer is current.

            kandi-Quality Quality

              rplayer has no bugs reported.

            kandi-Security Security

              rplayer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              rplayer is licensed under the ISC License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              rplayer releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            rplayer Key Features

            No Key Features are available at this moment for rplayer.

            rplayer Examples and Code Snippets

            No Code Snippets are available at this moment for rplayer.

            Community Discussions

            QUESTION

            Why python pickle does not work dos to unix?
            Asked 2020-Aug-14 at 18:40

            Few days ago I coded a mini game to learn socket and threading. When I run my game server and client on windows it just works perfectly but when I moved my server file to my test server it gives me this pickle error:

            ...

            ANSWER

            Answered 2020-Aug-14 at 18:40

            QUESTION

            Random in Random?
            Asked 2020-Jan-09 at 20:33

            This script was made to compare player tags and determine if they are active (clones) and select an active clone and rename Rplayer to random players name. But It seems to get stuck on the second random select if a player isn't active. I receive Debug.log (Rplayer 2) Debug.Log (Player tag 1) I have tried swapping it around so it's if (! = null) and rebuilding the code but still no luck same thing. Any Ideas? I feel like I'm just looking at this wrong.

            ...

            ANSWER

            Answered 2020-Jan-09 at 20:33

            Going off of this comment:

            So I'll try and explain this sorry if it takes 2 comment boxes. You start the game there is an option for 4 players 2 are always active, player 1 player 2. Player 3 and 4 are options to turn on and off, What i'm doing is trying to display an alert when a player lands on a spot <-- Works. The displayed Alert Will get the players name that landed on the spot and enter it into the alert. it then needs to check if player 3 or 4 is active and randomly select 1 player that is not the player who landed on the spot. then activate the alert if (message == 1) { yield return MessageAlert.instance.DisplayAlert(player.name + "Trade Spaces with " + rplayer1.name, Color.blue);

            Assuming each player in the game has a Player.cs script attached to it (or something similar), this should be fairly straightforward. Rather than managing players with tags and ids, we can manage the references directly.

            First, let's create a method that selects another random player that is NOT the one that landed on the spot. This script can be made as a singleton, or even just attached to the spot.

            Source https://stackoverflow.com/questions/59670398

            QUESTION

            Cannot move player right on pygame
            Asked 2018-Dec-04 at 12:05

            I am trying to write a Space Invaders game in pygame, but I cannot get the player to move right. Moving left works fine however.

            My code for the Sprite and Player classes are:

            ...

            ANSWER

            Answered 2018-Dec-04 at 12:05

            All of the fields stored in a pygame Rect are integers, but you are adding or substracting a fraction (0.5). My best guess is that when you subtract 0.5 from the x coordinate, it goes from (say) 112 to 111.5 and gets truncated to 111, so you move left one pixel. But if you add 0.5, it goes from 112 to 112.5 and gets truncated back to 112, so you don't move at all. I would suggest using whole numbers only.

            Source https://stackoverflow.com/questions/53612486

            QUESTION

            functions not sharing valuess in python
            Asked 2018-Oct-28 at 10:26

            I am working on a game and i want to put the border collisions into a function to easily run. The function updates the co-ordinates so it cant move it off the screen but does not share these updated co-ordinates with the other function. So I cant move the image to it's new position. Please Help!

            ...

            ANSWER

            Answered 2018-Sep-09 at 06:33
            def main():
                town = "Pyllet Town"
                side = "front"
                if town == "Pyllet Town":   
                    x = 500
                    y = 200
                    while True:
                        screen.fill(white)
                        screen.blit(grass, (0,0))
                        screen.blit(sForest, (0,0))
                        screen.blit(sForest, (1300,0))
                        screen.blit(rfStrip, (140,775))
                        screen.blit(house1, (300,150))
                        screen.blit(house1, (900,150))
                        screen.blit(house2, (300,250))
                        screen.blit(house3, (900,250))
                        for event in pygame.event.get():
                            if event.type == pygame.QUIT:
                                pygame.quit()
                                quit()
                            if event.type == pygame.VIDEORESIZE:
                                surface = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)
                            if event.type == pygame.KEYDOWN:
                                if event.key == pygame.K_RETURN:
                                    backpack()
            
            
                        x,y = collide(x,y,"border")
                        x,y,side = move(x,y,side)  
                        pygame.display.update()
            

            Source https://stackoverflow.com/questions/52235252

            QUESTION

            How to properly add interfaces as constructor parameters?
            Asked 2018-Jun-16 at 10:59

            I have initialized this Game() constructor in my main method that takes 2 interfaces as parameters:

            ...

            ANSWER

            Answered 2018-Jun-16 at 10:56

            Your issue is about the second declaration the signature didn't match to the interface : this compile :

            Source https://stackoverflow.com/questions/50887159

            QUESTION

            Use Firebase Authenticate UID as child node in Realtime Database
            Asked 2018-Jan-19 at 20:57

            I am trying to add user to the real-time database in Firebase using their auth UID as the child node.

            I have been using this question as a guide:

            https://stackoverflow.com/questions/40000899/how-to-link-between-authenticated-users-and-database-in-firebase

            The users get added when I run the project in debug mode. The app crashes however when I run it normally. The error I am getting is a null pointer exception.

            Here is my code:

            ...

            ANSWER

            Answered 2018-Jan-19 at 17:31

            By using the onAuthStateChanged I was able to get the current users UID and use it as the child node for the User object.

            Code:

            Source https://stackoverflow.com/questions/48326703

            QUESTION

            Collision in canvas javascript game
            Asked 2018-Jan-14 at 21:37

            I added collision to my game but I have a problem. But first I´ll give you some background.

            I have this:

            ...

            ANSWER

            Answered 2018-Jan-14 at 21:37
            The 5 laws of game collisions

            Your problem is that you are breaking all the laws of game collisions.

            Note this is all a little tongue in cheek but nevertheless valuable advice

            The 5 laws.
            1. Never ever move to a position inside an obstacle... ever!
            2. To move from here to there you move over all the points between.
            3. You can only hit one thing at a time, and it will always be the closest to where you are.
            4. Every collision creates a new direction with a new destination.
            5. A journey takes time, always complete the journey.
            Law 1;

            If the object ends up inside something you are in an impossible situation, there is no mathematical solution, you can not move through solid mater. You must never break this law, all the other laws can be bent a little, but break the first law and you have a bug in the game.

            Laws 2 & 3;

            Think of the real world, when you move you move along a path. If something is in your way you can not move through it. In a game you render the scene as a sequence of frames, and when you move the character from one point to the next, you are using teleportation. You can't do that, you must create a path and test if that path intersects any obstacles, if you skip an obstacle you may end up breaking the first law (you can't do that).

            The obstacle closest to the start of the path is the one you will always hit first.

            Laws 4 & 5;

            When you hit an obstacle you will bounce off of it, that will change the direction and the path you are traveling along. In the game you are animating at 60 frames a second. That means that the journey is 16,667 millisecond long, if you hit something it will be at some time between the frames. You must move to that point in time.

            So now you have hit an obstacle at some time between the frames and have a new direction and a new destination. You also have the remaining time till the next frame. To complete the journey you must do it all again. To complete the journey you must do every collision until you have traveled the 16,667 millisecond in time to the next frame.

            There can be many collisions between frames

            From one frame to the next you can have many collisions, if you don't do every one of them, in the correct order, you will end up getting stuck, or moving unnaturally, or worse and break the first law.

            Some demos

            Some posts with examples on collisions. The first two are what I think you are looking for.

            Source https://stackoverflow.com/questions/48247006

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install rplayer

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/davland7/rplayer.git

          • CLI

            gh repo clone davland7/rplayer

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            git@github.com:davland7/rplayer.git

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